Challenge 2: Rigging a Dyntopo Sculpt Directly Turns Out Slow and Hard to Control — Solution Walkthrough The answer: Per this chapter's own warning box, this is exactly the risk it describes — treating a finished sculpt, especially one built with Dyntopo, as immediately ready for rigging without an intermediate retopology step. The student's rigging and animation difficulties match precisely the problem this chapter identifies with skipping that step. Why the raw sculpt causes these specific problems: A dense, irregular sculpted mesh has far too many unevenly-distributed vertices for rigging and animation to work efficiently — per this chapter's own material, this makes both processes slower and harder to control predictably, exactly the frustration described in this scenario. What step was likely skipped: Per this chapter's own material, retopology — building a new, cleaner mesh that follows the sculpted shape's own surface at a much lower and more evenly distributed density — is the usual necessary step before a sculpted character actually gets rigged and animated. Skipping straight from a dense Dyntopo sculpt to rigging bypasses this essential intermediate step entirely. WHY THIS WORKS AS AN ANSWER ------------------------------ This exercise checks that difficulty rigging a raw Dyntopo sculpt is correctly traced back to a skipped retopology step, per this chapter's own explicit warning about sculpted meshes not being production-ready as-is.